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wrcsubers

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Everything posted by wrcsubers

  1. It's a bird... It's a Plane... It's a...? Banana Relay Station!! The latest design from 'Hungry Monkey Space Systems' will faithfully relay all of your communication needs to locations as far away as 1/2 way to the Mun! Includes everything you ever wanted in a relay station: - A total pain to launch and nearly impossible to maneuver! - Batteries with basically no capacity! - A single short range antenna! - Delicious and healthy styling! Mods Used: TweakScale
  2. Love me some Joe's Garage and ThingFish!

  3. Agreed, something more realistic would certainly be popular with the 'Hardcore' type of players. Maybe cut it down to 1/3 or 1/4 of the current dV? Reduce the power as well. I don't think you can change ISP directly (at least from looking at the code), but I'm pretty sure you'd be just fine limiting the power and then limiting the fuel. KerbalEVA KEVA; KEVA.linPower = *float* KEVA.rotPower = *float* KEVA.PropellantConsumption = *float* There is a 'Fuel' & 'FuelCapacity' but both are read only. So between tweaking those three values above, I'm sure you could find a happy balance.
  4. I would say this is very close, especially if you imagine (like I had originally) that Squad used a similar model to the RCS block's ISP in Vac of 240. You're correct Snark, that IS what I was trying to ask =) I'm going to agree with you that it doesn't change, just from eyeballing it on different bodies, atmosphere or not, it seems like it had the same relative effectiveness when you take local gravity into account. As for realistic EVA thruster performance, the original NASA MMU has an ISP of 60 and uses N2. dV with 0lbs of Cargo is about 42m/s and dV with 500lbs of Cargo is about 23m/s. I'm thinking that a 'Realistic EVA Thruster Performance' Mod wouldn't be very much fun lol
  5. Does anyone know if the EVA Pack assumes a constant Isp? I've been looking at the manual for the NASA MMU (Manned Maneuvering Unit) and it assumes a constant Isp, wondering if this is the same case in KSP... Thanks!
  6. Hmmm I like this idea too... I've always wanted more choices than what is currently presented. I'll look into this and see what I can come up with. I'll keep you guys updated :-)
  7. Yeah that's probably why... Unfortunately supporting 64-bit KSP isn't going to be a possibility (for the time being at least). Sorry =/
  8. Fixed =) Thanks for the heads up Tarrence12 - new version is 0.4.1
  9. Exactly right! Good memory... I'm doing pretty much the same thing: private void OnGUIApplicationLauncherReady () { if (EVAOK_MSC_ToolbarButton == null) { EVAOK_MSC_ToolbarButton = ApplicationLauncher.Instance.AddModApplication ( EVAOK_MSC_GUISwitch, EVAOK_MSC_GUISwitch, null, null, null, null, ApplicationLauncher.AppScenes.SPACECENTER, EVAOK_MSC_Button ); } } My question was this, the last two 'null' values refer to RUIToggleButton.onEnable and RUIToggleButton.onDisable respectively. I don't think I've ever seen them used, but I was wondering what they are for... I'm guessing they get called when the Toolbar Button is enabled/disabled. You could refer to a method in there instead of listening for the GameEvent when the button is disabled right? I know they would end up with the same conclusion, but it might be a cleaner way to do it? Just curious...
  10. Diazo another question for you... Within ApplicationLauncher.Instance.AddModApplication(), you have RUIToggleButton.onEnable and .onDisable Can you use these two delegates (or fields?) to trigger removing the Toolbar Button? Or is this basically just going to do the same thing as what I'm already doing by calling an OnDisable () Method? Thanks
  11. Hey djnattyd, Thanks for trying TIM. I'm working on updates for a couple pluggins right now, and TIM is next on my list. Seeing as I can't seem to get the issues others are having to reproduce reliably on my setup, would you maybe be interested in testing out new versions for me once I get them up and running? PM me if you (or anyone else) is interested in doing this for me. Thanks!
  12. Okay, that makes sense... Good info to keep in mind. Thanks Again =)
  13. Thanks Diazo! I thought it might be something along those lines, I didn't think of removing the GameEvents hook though, so extra thanks for that tip. I'm assuming OnDisable() gets called automatically when KSPAddon is destroyed, is that correct?
  14. If I change: [KSPAddon (KSPAddon.Startup.SpaceCentre, false)] to [KSPAddon (KSPAddon.Startup.Instantly, false)] It will load upon first startup, but I don't get the texture, I'm guessing this means something... Fixed =)
  15. Hey Guys, Just a little bug I'm trying to figure out. I've got a toolbar button (Stock Toolbar) I'm trying to get to show up ONLY in the Space Center Scene, but there is a small issue... Upon initial loading of the game, the button doesn't load. Fixed: Added OnGUIApplicationLauncherReady (); to the end of my awake section If I go into Flight Scene and come right back out to Space Center Scene, the button shows fine. If I keep going back and forth, the button duplicates itself. Here is what I have: [KSPAddon (KSPAddon.Startup.SpaceCentre, false)] public class CLASSY : MonoBehaviour { //Initialize Textures & Events private void Awake () { if (GameDatabase.Instance.ExistsTexture ("Plugin/Textures/ToolbarButtonDefault")) { ToolbarButtonTexture = GameDatabase.Instance.GetTexture ("Plugin/Textures/ToolbarButtonDefault", false); } GameEvents.onGUIApplicationLauncherReady.Add (OnGUIApplicationLauncherReady); OnGUIApplicationLauncherReady (); //This fixed my first issue } //Create the App Launcher when ready private void OnGUIApplicationLauncherReady () { if (ToolbarButton == null) { ToolbarButton = ApplicationLauncher.Instance.AddModApplication ( GUISwitch, GUISwitch, null, null, null, null, ApplicationLauncher.AppScenes.SPACECENTER, ToolbarButtonTexture ); } } //Switch(from toolbar button) to trigger OnDraw public void GUISwitch () { RenderingManager.AddToPostDrawQueue (0, OnDraw); SettingsGUI = new Rect (Screen.width / 2, Screen.height / 2, 250, 400); if (ShowSettings == false) { ShowSettings = true; } else { ShowSettings = !ShowSettings; } } //OnDraw Shows the MainGUI Window private void OnDraw() { GUI.skin.window.richText = true; if (ShowSettings == true) { SettingsGUI = GUI.Window (151844, SettingsGUI, MainGUI, "<b>Title</b>"); } } //MainGUI Window Content private void MainGUI (int WindowID) { GUI.Box (new Rect (1,1,25,25), "box text" ); } } How can I stop that button from duplicating? Any help is appreciated =)
  16. Hey Gilflo! Sorry for the delayed response, I didn't get a notice that there was a reply here.. Can you tell me what engine you're speaking of exactly, I don't recognize OPT... As for compatibility with BDs Adjustable Landing Gear, thanks for the heads up! I will look into adding that into my official release next time around. I appreciate the feedback! If you have any other info for me, please let me know =)
  17. No, no , no... Quite the opposite We need to keep a mountain top in Hawaii free of ethnic Hawaiians so we can breed technology in peace =) Sorry for any confusion.
  18. We don't have to trample anything or anyone... As for Animals vs. Humans, we are talking about breeding/living/feeding grounds for animals who can't fend for themselves vs. Humans who can do all of that basically anywhere (ironically I doubt anyone would pick the top of a 14,000ft mountain on a lush tropical island to do those things at). Humans also have the distinct advantage of complex thought. While I'm sure there are some that disagree, we (not as a species/race/religion/etc, but as an entire planetary unit) need to be driving our development and understanding forward. While traditions/sacred sites are good and well, we should be able to look at something like this and say 'Isn't the telescope in the interest of the greater good of the planetary unit?'. I don't mean to offend anyone, but if you look at history, too many times has religion, politics or self-interest gotten in the way of valuable scientific research and findings. We certainly haven't gotten to where we are with technology by following (to quote Monty Python) 'Outdated Imperialist Dogma'.
  19. Assuming they arrived here on earth from some far away distance/time; I'm pretty sure they will be explaining time to US. Our understand of time and physics is immense, from our perspective and reference; however, to an obviously far advanced space-faring civilization, we may have just an infantile understanding of time and physics. As for the Cesium... Don't forget that our measurements of time are something that WE developed. While always exists, our measurement of it is defined by our original constraints. Think of it like this... 500 years ago(simply for comparison) we didn't need to measure the very large(distances between galaxies) or very small (atomic levels), so someone said 'let's make the meter'. As time goes on we needed to measure larger and smaller things, so the dimensions stretched. Now we have the Planck and Parsecs. Time has a very similar story, but time is more relevant to our planet. The reason a day is a seemingly random 86400 seconds, is because that is relevant to our planets rotation (which we now know isn't even constant). Even someone from Mars would find our definition of time clunky to their relative frame. Not to say that our definition of time is wrong, but it is probably very easily explained, yet also very irrelevant to alien life.
  20. Interesting... I did get it to go wonky on me once when I loaded an existing craft on the runway, but as soon as I reloaded it everything was back to normal and it was scaling with the NavBall. I'll take a look at the code for ENB and see how they are re-sizing it, see if I can't put a check in there to make sure it is the right size. It's finals week so I might not get to it right away, but I'll look into it. =) Thanks Again
  21. I posted this in the Asymmetric Plane thread, but it probably deserves a spot here too... 'The Outrigger'
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